Electronic Headset Accessory

ABSTRACT

A headset accessory comprises circuitry and is configured to mechanically attach to an audio headset. The circuitry of the headset may be operable to establish a link to the audio headset that supports conveyance of bias voltage, bias current, and/or information between the circuitry of the accessory and circuitry of the audio headset. The headset accessory may be configured to attach to a housing of the headset on a surface of the housing opposite an ear cup. A state of the circuitry of the accessory may be controlled based on the information received from the audio headset via the link. The information may include characteristics of audio being processed by the audio headset. The circuitry of the headset accessory may comprise non-volatile memory, and the non-volatile memory may store parameter settings for configuring audio processing circuitry of the audio headset.

CLAIM OF PRIORITY

This patent application is a continuation of application Ser. No.14/263,210 filed on Apr. 28, 2014, now U.S. Pat. No. 10,567,865, whichclaims priority to and the benefit of U.S. provisional patentapplication 61/891,620 titled “Electronic Headset Accessory” filed onOct. 16, 2013, the entirety of which is hereby incorporated byreference.

INCORPORATION BY REFERENCE

The entirety of each of the following applications is herebyincorporated herein by reference:

U.S. patent application Ser. No. 13/040,144 titled “Gaming Headset withProgrammable Audio” and published as US2012/0014553; andU.S. provisional patent application 61/878,728 titled “Multi-DeviceGaming Interface” filed on Sep. 17, 2013.

TECHNICAL FIELD

Aspects of the present application relate to electronic gaming. Morespecifically, to methods and systems for an electronic headsetaccessory.

BACKGROUND

Limitations and disadvantages of conventional approaches to audioprocessing for gaming will become apparent to one of skill in the art,through comparison of such approaches with some aspects of the presentmethod and system set forth in the remainder of this disclosure withreference to the drawings.

BRIEF SUMMARY

Methods and systems are provided for an electronic headset accessory,substantially as illustrated by and/or described in connection with atleast one of the figures, as set forth more completely in the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A depicts an example gaming console.

FIG. 1B depicts an example gaming audio subsystem comprising a headsetand an audio basestation.

FIG. 1C depicts the example gaming console and an associated network ofperipheral devices.

FIGS. 2A and 2B depict two views of an example embodiment of a gamingheadset.

FIG. 2C depicts a block diagram of the example headset of FIGS. 2A and2B.

FIG. 2D depicts a block diagram of circuitry of an example headset.

FIG. 3A depicts two views of an example embodiment of an audiobasestation.

FIG. 3B depicts a block diagram of the example audio basestation of FIG.3A.

FIG. 4 depicts a block diagram of an example multi-purpose device.

FIG. 5 is a flowchart illustrating example interactions between an audioheadset and a headset accessory.

DETAILED DESCRIPTION

As utilized herein the terms “circuits” and “circuitry” refer tophysical electronic components (i.e. hardware) and any software and/orfirmware (“code”) which may configure the hardware, be executed by thehardware, and or otherwise be associated with the hardware. As usedherein, for example, a particular processor and memory may comprise afirst “circuit” when executing a first one or more lines of code and maycomprise a second “circuit” when executing a second one or more lines ofcode. As utilized herein, “and/or” means any one or more of the items inthe list joined by “and/or”. As an example, “x and/or y” means anyelement of the three-element set {(x), (y), (x, y)}. As another example,“x, y, and/or z” means any element of the seven-element set {(x), (y),(z), (x, y), (x, z), (y, z), (x, y, z)}. As utilized herein, the terms“e.g.,” and “for example” set off lists of one or more non-limitingexamples, instances, or illustrations. As utilized herein, circuitry is“operable” to perform a function whenever the circuitry comprises thenecessary hardware and code (if any is necessary) to perform thefunction, regardless of whether performance of the function is disabled,or not enabled, by some user-configurable setting.

Referring to FIG. 1A, there is shown video game console 176 which maybe, for example, a Windows computing device, a Unix computing device, aLinux computing device, an Apple OSX computing device, an Apple iOScomputing device, an Android computing device, a Microsoft Xbox, a SonyPlaystation, a Nintendo Wii, or the like. The example game console 176comprises a video interface 124, radio 126, data interface 128, networkinterface 130, video interface 132, audio interface 134, southbridge150, main system on chip (SoC) 148, memory 162, optical drive 172, andstorage device 174. The SoC 148 comprises central processing unit (CPU)154, graphics processing unit (GPU) 156, audio processing unit (APU)158, cache memory 164, and memory management unit (MMU) 166. The variouscomponents of the game console 176 are communicatively coupled throughvarious busses/links 112, 138, 140, 142, 144, 146, 152, 136, 160, 168,and 170.

The southbridge 150 comprises circuitry that supports one or more databus protocols such as High-Definition Multimedia Interface (HDMI),Universal Serial Bus (USB), Serial Advanced Technology Attachment 2(SATA 2), embedded multimedia card interface (e.MMC), PeripheralComponent Interconnect Express (PCIe), or the like. The southbridge 150may receive audio and/or video from an external source via link 112(e.g., HDMI), from the optical drive (e.g., Blu-Ray) 172 via link 168(e.g., SATA 2), and/or from storage 174 (e.g., hard drive, FLASH memory,or the like) via link 170 (e.g., SATA 2 and/or e.MMC). Digital audioand/or video is output to the SoC 148 via link 136 (e.g., CEA-861-Ecompliant video and IEC 61937 compliant audio). The southbridge 150exchanges data with radio 126 via link 138 (e.g., USB), with externaldevices via link 140 (e.g., USB), with the storage 174 via the link 170,and with the SoC 148 via the link 152 (e.g., PCIe).

The radio 126 comprises circuitry operable to communicate in accordancewith one or more wireless standards such as the IEEE 802.11 family ofstandards, the Bluetooth family of standards, and/or the like.

The network interface 130 may comprise circuitry operable to communicatein accordance with one or more wired standards and to convert betweenwired standards. For example, the network interface 130 may communicatewith the SoC 148 via link 142 using a first standard (e.g., PCIe) andmay communicate with the network 106 using a second standard (e.g.,gigabit Ethernet).

The video interface 132 may comprise circuitry operable to communicatevideo in accordance with one or more wired or wireless videotransmission standards. For example, the video interface 132 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.,the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The audio interface 134 may comprise circuitry operable to communicateaudio in accordance with one or more wired or wireless audiotransmission standards. For example, the audio interface 134 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The central processing unit (CPU) 154 may comprise circuitry operable toexecute instructions for controlling/coordinating the overall operationof the game console 176. Such instructions may be part of an operatingsystem of the console and/or part of one or more software applicationsrunning on the console.

The graphics processing unit (GPU) 156 may comprise circuitry operableto perform graphics processing functions such as compression,decompression, encoding, decoding, 3D rendering, and/or the like.

The audio processing unit (APU) 158 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, surround-soundprocessing, and/or the like to output single channel or multi-channel(e.g., 2 channels for stereo or 6, 8 or more channels for surroundsound) audio. The APU 158 comprises memory (e.g., volatile and/ornon-volatile memory) 159 which stores parameter settings affectprocessing of audio by the APU 158. For example, the parameter settingsmay include a first audio gain/volume setting that determines, at leastin part, a volume of game audio output by the console 176 and a secondaudio gain/volume setting that determines, at least in part, a volume ofchat audio output by the console 176. The parameter settings may bemodified via a graphical user interface (GUI) of the console and/or viaan application programming interface (API) provided by the console 176.

The cache memory 164 comprises high-speed memory (typically DRAM) foruse by the CPU 154, GPU 156, and/or APU 158. The memory 162 may compriseadditional memory for use by the CPU 154, GPU 156, and/or APU 158. Thememory 162, typically DRAM, may operate at a slower speed than the cachememory 164 but may also be less expensive than cache memory as well asoperate at a higher-speed than the memory of the storage device 174. TheMMU 166 controls accesses by the CPU 154, GPU 156, and/or APU 158 to thememory 162, the cache 164, and/or the storage device 174.

In FIG. 1A, the example game console 176 is communicatively coupled to auser interface device 102, a user interface device 104, a network 106, amonitor 108, and audio subsystem 110.

Each of the user interface devices 102 and 104 may comprise, forexample, a game controller, a keyboard, a motion sensor/positiontracker, or the like. The user interface device 102 communicates withthe game console 176 wirelessly via link 114 (e.g., Wi-Fi Direct,Bluetooth, and/or the like). The user interface device 102 communicateswith the game console 176 via the wired link 140 (e.g., USB or thelike).

The network 160 comprises a local area network and/or a wide areanetwork. The game console 176 communicates with the network 106 viawired link 118 (e.g., Gigabit Ethernet).

The monitor 108 may be, for example, a LCD, OLED, or PLASMA screen. Thegame console 176 sends video to the monitor 108 via link 120 (e.g.,HDMI).

The audio subsystem 110 may be, for example, a headset, a combination ofheadset and audio basestation, or a set of speakers and accompanyingaudio processing circuitry. The game console 176 sends audio to thesubsystem 110 via link(s) 122 (e.g., S/PDIF for digital audio or “lineout” for analog audio). Additional details of an example audio subsystem110 are described below.

FIG. 1B depicts an example gaming audio subsystem comprising a headsetand an audio basestation. Shown is a headset 200 and an audiobasestation 300. The headset 200 communicates with the basestation 300via a link 180 and the basestation 300 communicates with the console 176via a link 122. The link 122 may be as described above. In an exampleimplementation, the link 180 may be a proprietary wireless linkoperating in an unlicensed frequency band. The headset 200 may be asdescribed below with reference to FIGS. 2A-2D. The basestation 300 maybe as described below with reference to FIGS. 3A-3B.

Referring to FIG. 1C, again shown is the console 176 connected to aplurality of peripheral devices and a network 106. The exampleperipheral devices shown include a monitor 108, a user interface device102, a headset 200, an audio basestation 300, and a multi-purpose device192.

The monitor 108 and user interface device 102 are as described above. Anexample implementation of the headset 200 is described below withreference to FIGS. 2A-2D. An example implementation of the audiobasestation is described below with reference to FIGS. 3A-3B.

The multi-purpose device 192 may be, for example, a tablet computer, asmartphone, a laptop computer, or the like and that runs an operatingsystem such as Android, Linux, Windows, iOS, OSX, or the like. Anexample implementation of the multi-purpose device 192 is describedbelow with reference to FIG. 4. Hardware (e.g., a network adaptor) andsoftware (i.e., the operating system and one or more applications loadedonto the device 192) may configure the device 192 for operating as partof the GPN 190. For example, an application running on the device 192may cause display of a graphical user interface via which a user canaccess gaming-related data, commands, functions, parameter settings,etc. and via which the user can interact with the console 176 and theother devices of the GPN 190 to enhance his/her gaming experience.Examples of such interactions between the device 192 and the otherdevices of the GPN 190 are described in above incorporated U.S. patentapplication Ser. No. 61/878,728 titled “Multi-Device Gaming Interface.

The peripheral devices 102, 108, 192, 200, 300 are in communication withone another via a plurality of wired and/or wireless links (representedvisually by the placement of the devices in the cloud of GPN 190). Eachof the peripheral devices in the gaming peripheral network (GPN) 190 maycommunicate with one or more others of the peripheral devices in the GPN190 in a single-hop or multi-hop fashion. For example, the headset 200may communicate with the basestation 300 in a single hop (e.g., over aproprietary RF link) and with the device 192 in a single hop (e.g., overa Bluetooth or Wi-Fi direct link), while the tablet may communicate withthe basestation 300 in two hops via the headset 200. As another example,the user interface device 102 may communicate with the headset 200 in asingle hop (e.g., over a Bluetooth or Wi-Fi direct link) and with thedevice 192 in a single hop (e.g., over a Bluetooth or Wi-Fi directlink), while the device 192 may communicate with the headset 200 in twohops via the user interface device 102. These example interconnectionsamong the peripheral devices of the GPN 190 are merely examples, anynumber and/or types of links among the devices of the GPN 190 ispossible.

The GPN 190 may communicate with the console 176 via any one or more ofthe links 114, 140, 122, and 120 described above. The GPN 190 maycommunicate with a network 106 via one or more links 194 each of whichmay be, for example, Wi-Fi, wired Ethernet, and/or the like.

A database 182 which stores gaming audio data is accessible via thenetwork 106. The gaming audio data may comprise, for example, signatures(or acoustic fingerprints) of particular audio clips (e.g., individualsounds or collections or sequences of sounds) that are part of the gameaudio of particular games, of particular levels/scenarios of particulargames, particular characters of particular games, etc. In an exampleimplementation, the database 182 may comprise a plurality of records183, where each record 183 comprises an audio clip (or signature of theclip) 184, a description of the clip 184 (e.g., the game it is from,when it occurs in the game, etc.), one or more gaming commands 186associated with the clip, one or more parameter settings 187 associatedwith the clip, and/or other data associated with the audio clip. Records183 of the database 182 may be downloadable to, or accessed in real-timeby, one of more devices of the GPN 190.

Referring to FIGS. 2A and 2B, there is shown two views of an exampleheadset 200 that may present audio output by a gaming console such asthe console 176. The headset 200 comprises a headband 202, a microphoneboom 206 with microphone 204, speaker and circuitry housings 219 a and219 b, ear cups 208 a and 208 b which attach to the housings 219 b and219 b and surround speakers 216 a and 216 b, connector 210, connector214, and user controls 212. Also shown in FIGS. 2A and 2B are headsetaccessories 250 ₁ and 250 ₂.

The connector 210 may be, for example, a 3.5 mm headphone socket forreceiving analog audio signals (e.g., receiving chat audio via an Xbox“talkback” cable).

The microphone 204 converts acoustic waves (e.g., the voice of theperson wearing the headset) to electric signals for processing bycircuitry of the headset and/or for output to a device (e.g., console176, basestation 300, a smartphone, and/or the like) that is incommunication with the headset.

The speakers 216 a and 216 b convert electrical signals to soundwaves.

The user controls 212 may comprise dedicated and/or programmablebuttons, switches, sliders, wheels, etc. for performing variousfunctions. Example functions which the controls 212 may be configured toperform include: power the headset 200 on/off, mute/unmute themicrophone 204, control gain/volume of, and/or effects applied to, chataudio by the audio processing circuitry of the headset 200, controlgain/volume of, and/or effects applied to, game audio by the audioprocessing circuitry of the headset 200, enable/disable/initiate pairing(e.g., via Bluetooth, Wi-Fi direct, or the like) with another computingdevice, and/or the like.

The connector 214 may be, for example, a USB port. The connector 214 maybe used for downloading data to the headset 200 from another computingdevice and/or uploading data from the headset 200 to another computingdevice. Such data may include, for example, parameter settings(described below). Additionally, or alternatively, the connector 214 maybe used for communicating with another computing device such as asmartphone, tablet compute, laptop computer, or the like.

Each of the headset accessories 250 ₁ and 250 ₂ may be configured toattach to a respective one of the housings 219 ₁ and 219 ₂. Each of theheadset accessories 250 ₁ and 250 ₂ may, for example, be made of moldedplastic that attaches to a housing 219 by snapping to plastic of thehousing 219. In an example implementation, a headset accessory 250 maybe a thin disc having a shape substantially the same as a surface 217 ofa housing 219 such that, when the accessory 250 is attached to thehousing 219, the surface 217 of the housing 219 may be substantiallycovered by the accessory.

The example accessory 250 ₂ depicted comprises a hole 254 to accommodatethe microphone boom 206. Similarly, the example accessories 250 ₁ and250 ₂ depicted have holes 252 to enable access to controls 212. In otherexample implementations, a headset accessory 250 may comprise controlsthat mechanically and/or electronically interface with the controls 212and/or that electronically interface with the headset. As an example ofa mechanical interface, a control of the accessory 250 may be a springor rocker mechanism that transfers a pressing force to a correspondingone of controls 212. As an example of an electronic interface, inresponse to a press of a control 258 of the accessory 250, a signal maybe sent to the headset via a wired and/or wireless link betweencircuitry of the accessory 250 and circuitry of the headset 200).

An electronic accessory 250 may comprise one or more light emittingdiode (LED) 262 and/or one or more liquid crystal display (LCD). Thestate of the LED(s) 262 and/or LCD(s) 263 may be controlled based onsignals received from the headset 200 during game play as, for example,described below with reference to FIG. 6.

An electronic accessory 250 may comprise a graphic 257 which may beassociated with a particular video game and/or particular character of aparticular game. In an example implementation, the graphic 257 may beassociated with parameter settings stored in memory of the accessory250. For example, the graphic 257 on accessory 250 ₁ may be a picture ofa particular super hero and parameter settings stored in memory of theaccessory 250 ₁ may be voice morph settings such that the headset 200may morph the voice of its user to sound like the super hero while theaccessory 250 ₁ is attached to the headset 200. In an exampleimplementation, the graphic (and/or color or some other visualcharacteristics of the accessory 250) may indicate a user associatedwith the accessory 250. For example, the graphic 257 may indicatewhether the accessory 250 ₁ is associated with an adult user or with achild user, where first parameter settings may be stored in theaccessory 250 ₁ if it is for use by an adult game player and secondparameter settings may be stored in the accessory 250 ₁ if it for use bya child game player.

FIG. 2C depicts a block diagram of the example headset 200. In additionto the connector 210, user controls 212, connector 214, microphone 204,and speakers 216 a and 216 b already discussed, shown are a radio 220, aCPU 222, a storage device 224, a memory 226, an audio processing circuit230, and circuitry 232 for exchanging power and/or data with a headsetaccessory 250.

The radio 220 may comprise circuitry operable to communicate inaccordance with one or more standardized (such as, for example, the IEEE802.11 family of standards, the Bluetooth family of standards, and/orthe like) and/or proprietary wireless protocol(s) (e.g., a proprietaryprotocol for receiving audio from an audio basestation such as thebasestation 300).

The CPU 222 may comprise circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the headset 200. Suchinstructions may be part of an operating system or state machine of theheadset 200 and/or part of one or more software applications running onthe headset 200. In some implementations, the CPU 222 may be, forexample, a programmable interrupt controller, a state machine, or thelike.

The storage device 224 may comprise, for example, FLASH or othernonvolatile memory for storing data which may be used by the CPU 222and/or the audio processing circuitry 230. Such data may include, forexample, parameter settings that affect processing of audio signals inthe headset 200 and parameter settings that affect functions performedby the user controls 212. For example, one or more parameter settingsmay determine, at least in part, a gain of one or more gain elements ofthe audio processing circuitry 230. As another example, one or moreparameter settings may determine, at least in part, a frequency responseof one or more filters that operate on audio signals in the audioprocessing circuitry 230. As another example, one or more parametersettings may determine, at least in part, whether and which soundeffects are added to audio signals in the audio processing circuitry 230(e.g., which effects to add to microphone audio to morph the user'svoice). Example parameter settings which affect audio processing aredescribed in the co-pending U.S. patent application Ser. No. 13/040,144titled “Gaming Headset with Programmable Audio” and published asUS2012/0014553, the entirety of which is hereby incorporated herein byreference. Particular parameter settings may be selected autonomously bythe headset 200 in accordance with one or more algorithms, based on userinput (e.g., via controls 212), and/or based on input received via oneor more of the connectors 210 and 214.

The memory 226 may comprise volatile memory used by the CPU 222 and/oraudio processing circuit 230 as program memory, for storing runtimedata, etc.

The audio processing circuit 230 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 230 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game, chat, and/or microphone audio that is subsequently output tospeaker 216 a and 216 b. Additionally, or alternatively, the processingmay be performed on chat audio that is subsequently output to theconnector 210 and/or radio 220.

The battery 233 may provide bias current and/or voltage to the circuitryof the headset 200 and/or to circuitry of an attached accessory 250 viainterface 268. The battery 270 may be charged (i.e., receive biascurrent) via one or more of the connector 214, the connector 210, andthe interface 268. Whether the battery is providing power to only theheadset 200, providing power to both the headset 200 and an attachedaccessory 250, and/or is being charged via the interface 268 may bedetermined based on, for example, whether external power is currentlyavailable via one or more of connectors 214 and 210, relative chargelevels of the battery 233 and a battery 270 of an attached accessory,and/or based on other considerations for efficient power management.

The circuitry 232 may be operable to provide bias voltage and/or biascurrent to an attached headset accessory 250 for powering circuitry ofthe attached accessory 250. The circuitry 232 may be operable to receivebias voltage and/or bias current from an attached headset accessory 250for powering circuitry of the headset 200. The circuitry 232 may beoperable to transmit and/or receive information signals to an attachedheadset accessory 250.

In an example implementation, the circuitry 232 may be operable toestablish an inductive link to an attached headset accessory 250. Insuch an implementation, the circuitry 232 may comprise one or more coilsor other inductive elements and positioned within the headset 200 suchthat, when a headset accessory 250 is attached, the circuitry 232 is inclose proximity to corresponding circuitry of the accessory 250. Usingan inductive link, bias current, bias voltage, and/or informationsignals may be conveyed between the headset 200 and accessory 250 acrossa plastic wall of the surface 217 of the headset 200. This may reducethe likelihood of an air leak (which may degrade sound quality) ascompared to if a contact-based connector was used for the accessory 250.

FIG. 2D depicts a block diagram of circuitry of an example headset 200.The example accessory 250 comprises user controls 258, a CPU 260, an LED262, an LCD 263, memory 264, storage 266, circuitry 268 for interfacingto a headset 200, and battery 270.

The user controls 258 may comprise dedicated and/or programmablebuttons, switches, sliders, wheels, etc. for performing variousfunctions. In response to a user interacting with the controls 258, asignal may be generated by the CPU 260 and sent to a headset 200 viainterface 268. Example functions which the controls 258 may beconfigured to perform include any functions which may be performed bycontrols 212 of the headset 200, selection of parameter settings to betransferred from the accessory 250 to the headset 200, power theaccessory 250 on/off, select between a manner in which a state of theLED 262 and/or LCD 263 is controlled, and/or the like.

The CPU 260 may comprise circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the headset accessory250. Such instructions may be part of an operating system or statemachine of the headset 200 and/or part of one or more softwareapplications running on the headset 200. In some implementations, theCPU 260 may be, for example, a programmable interrupt controller, astate machine, or the like.

The LED 262 may be operable to emit one or more colors when bias currentis applied to it. A state of the LED 262 may correspond to whether it ison or off, and when on, may comprise the color being emitted by the LED262. The CPU 260 may control the state of the LED 262 by, for example,controlling a bias current applied to one or more terminals of the LED262. In an example implementation, the bias current for placing the LED262 in the on state may be provided by a headset 200 via the interface268.

The LCD 263 may comprise a plurality of pixels operable to display wordsand/or images (collectively “graphics”). A state of the LCD 263 maycorrespond to a graphic being displayed on the LCD 263. In an exampleimplementation, pre-defined static bitmaps may be stored in storage 266and the CPU 260 may select which bitmap is output to the LCD 263 basedon, for example, information signals received via interface 268. In anexample implementation, dynamic images that change in real-time inresponse to signals received via interface 268 may be displayed in theLCD 263 (e.g., a visualization of the frequency response of game, chat,and/or microphone audio).

The storage device 266 may comprise, for example, FLASH or othernonvolatile memory for storing data which may be used by the CPU 260and/or by circuitry (e.g., the audio processing circuitry 230) of aheadset 200. Such data may include, for example, parameter settings thatmay be transferred to a headset 200 to affect processing of audiosignals in the headset 200 and to affect functions performed by the usercontrols 212 of the headset 200. Additionally, or alternatively, suchdata may include, for example, parameter settings that may affect how astate of the LED 262 and/or LCD 263 is controlled.

The memory 226 may comprise volatile memory used by the CPU 260 and/orinterface 268 as program memory, storing runtime data, buffering datareceived via interface 268, buffering data to be sent via interface 268,etc.

The battery 270 may provide bias current and/or voltage to the circuitryof the accessory 250 and/or to circuitry of a headset 200 via interface268. Additionally, or alternatively, the battery 270 may be charged(i.e., receive bias current) via the interface 268. Whether the batteryis providing power to only the accessory 250, providing power to only aheadset 200, providing power to both the accessory 250 and headset 200,and/or being charged via the interface 268 may be determined by, forexample, relative charge levels of the battery 270 and the battery 233.

FIG. 3A depicts two views of an example embodiment of the audiobasestation 300. The basestation 300 comprises status indicators 302,user controls 310, power port 325, and audio connectors 314, 316, 318,and 320.

The audio connectors 314 and 316 may comprise digital audio in anddigital audio out (e.g., S/PDIF) connectors, respectively. The audioconnectors 318 and 320 may comprise a left “line in” and a right “linein” connector, respectively. The controls 310 may comprise, for example,a power button, a button for enabling/disabling virtual surround sound,a button for adjusting the perceived angles of the speakers when thevirtual surround sound is enabled, and a dial for controlling avolume/gain of the audio received via the “line in” connectors 318 and320. The status indicators 302 may indicate, for example, whether theaudio basestation 300 is powered on, whether audio data is beingreceived by the basestation 300 via connectors 314, and/or what type ofaudio data (e.g., Dolby Digital) is being received by the basestation300.

FIG. 3B depicts a block diagram of the audio basestation 300. Inaddition to the user controls 310, indicators 302, and connectors 314,316, 318, and 320 described above, the block diagram additionally showsa CPU 322, a storage device 324, a memory 326, a radio 319, an audioprocessing circuit 330, and a radio 332.

The radio 319 comprises circuitry operable to communicate in accordancewith one or more standardized (such as the IEEE 802.11 family ofstandards, the Bluetooth family of standards, and/or the like) and/orproprietary (e.g., proprietary protocol for receiving audio protocolsfor receiving audio from a console such as the console 176) wirelessprotocols.

The radio 332 comprises circuitry operable to communicate in accordancewith one or more standardized (such as, for example, the IEEE 802.11family of standards, the Bluetooth family of standards, and/or the like)and/or proprietary wireless protocol(s) (e.g., a proprietary protocolfor transmitting audio to headphones 200).

The CPU 322 comprises circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the audio basestation300. Such instructions may be part of an operating system or statemachine of the audio basestation 300 and/or part of one or more softwareapplications running on the audio basestation 300. In someimplementations, the CPU 322 may be, for example, a programmableinterrupt controller, a state machine, or the like.

The storage 324 may comprise, for example, FLASH or other nonvolatilememory for storing data which may be used by the CPU 322 and/or theaudio processing circuitry 330. Such data may include, for example,parameter settings that affect processing of audio signals in thebasestation 300. For example, one or more parameter settings maydetermine, at least in part, a gain of one or gain elements of the audioprocessing circuitry 330. As another example, one or more parametersettings may determine, at least in part, a frequency response of one ormore filters that operate on audio signals in the audio processingcircuitry 330. As another example, one or more parameter settings maydetermine, at least in part, whether and which sound effects are addedto audio signals in the audio processing circuitry 330 (e.g., whicheffects to add to microphone audio to morph the user's voice). Exampleparameter settings which affect audio processing are described in theco-pending U.S. patent application Ser. No. 13/040,144 titled “GamingHeadset with Programmable Audio” and published as US2012/0014553, theentirety of which is hereby incorporated herein by reference. Particularparameter settings may be selected autonomously by the basestation 300in accordance with one or more algorithms, based on user input (e.g.,via controls 310), and/or based on input received via one or more of theconnectors 314, 316, 318, and 320.

The memory 326 may comprise volatile memory used by the CPU 322 and/oraudio processing circuit 330 as program memory, for storing runtimedata, etc.

The audio processing circuit 330 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 330 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game and/or chat audio signals that are subsequently output to adevice (e.g., headset 200) in communication with the basestation 300.Additionally, or alternatively, the processing may be performed on amicrophone audio signal that is subsequently output to a device (e.g.,console 176) in communication with the basestation 300.

FIG. 4 depicts a block diagram of an example multi-purpose device 192.The example multi-purpose device 192 comprises a an applicationprocessor 402, memory subsystem 404, a cellular/GPS networking subsystem406, sensors 408, power management subsystem 410, LAN subsystem 412, busadaptor 414, user interface subsystem 416, and audio processor 418.

The application processor 402 comprises circuitry operable to executeinstructions for controlling/coordinating the overall operation of themulti-purpose device 192 as well as graphics processing functions of themulti-purpose device 402. Such instructions may be part of an operatingsystem of the device 192 and/or part of one or more softwareapplications running on the device 192.

The memory subsystem 404 comprises volatile memory for storing runtimedata, nonvolatile memory for mass storage and long-term storage, and/ora memory controller which controls reads writes to memory.

The cellular/GPS networking subsystem 406 comprises circuitry operableto perform baseband processing and analog/RF processing for transmissionand reception of cellular and GPS signals.

The sensors 408 comprise, for example, a camera, a gyroscope, anaccelerometer, a biometric sensor, and/or the like.

The power management subsystem 410 comprises circuitry operable tomanage distribution of power among the various components of themulti-purpose device 192.

The LAN subsystem 412 comprises circuitry operable to perform basebandprocessing and analog/RF processing for transmission and reception ofwired, optical, and/or wireless signals (e.g., in accordance with Wi-Fi,Wi-Fi Direct, Bluetooth, Ethernet, and/or other standards).

The bus adaptor 414 comprises circuitry for interfacing one or moreinternal data busses of the multi-purpose device with an external bus(e.g., a Universal Serial Bus) for transferring data to/from themulti-purpose device via a wired connection.

The user interface subsystem 416 comprises circuitry operable to controland relay signals to/from a touchscreen, hard buttons, and/or otherinput devices of the multi-purpose device 192.

The audio processor 418 comprises circuitry to process (e.g., digital toanalog conversion, analog-to-digital conversion, compression,decompression, encryption, decryption, resampling, etc.) audio signals.The audio processor 418 may be operable to receive and/or output signalsvia a connector such as a 3.5 mm stereo and microphone connector.

FIG. 5 is a flowchart illustrating example interactions between an audioheadset and a headset accessory. The example flowchart begins with block502 n which a headset accessory 250 is attached to a headset 200.

In block 504, the headset 200 applies a bias current and/or voltage tothe accessory 250 via interface 268, and the circuitry of the accessory250 powers up upon receiving the bias current and/or voltage.

In block 506, initialization information is transferred between theheadset 200 and the accessory 250 via the interface 268. Theinitialization information may include, for example, parameter settingssuch as those described above, information about a game being played(i.e., the game whose audio is being conveyed to the headset 200 byconsole 176) or a state of the game (e.g., a current level or scenarioongoing in the game, the player/headset wearer's character in the game,and/or the like), information about a player/wearer of the headset 200(e.g., age, gaming skill level, gaming preferences, etc.), and/orinformation such as may be stored in a data structure such as thedatabase 182.

In block 508, game play begins and a state of the LED 262 and/or LCD 263is controlled based on information conveyed via the interface 268 duringgame play. Such information may include, for example, characteristics(e.g., intensity, tone, pitch, peak to average power ratio, and/or anyother time-domain and/or frequency-domain characteristic) of game, chat,and/or microphone audio currently being processed in the headset 200,information about a state of the game, and/or the like.

In an example implementation, the storage 266 of the accessory 250 maystore parameter settings for a particular game and may store a record183 for the particular game. The record may include signatures for eachof one or more sounds of the particular game and information to be sentover the interface 268 in response to detection of a corresponding oneof the sounds. In such an implementation, block 506 may comprise theparameter settings and record 183 being automatically transferred to theheadset 200 and loaded into the audio processor 230 upon the accessory250 powering up. In this example implementation, block 508 may comprisethe audio processing circuitry 230 monitoring for the sounds in thetransferred record 183 and, upon detecting such sounds, sending thecorresponding information over the interface 268. The accessory 250 maythen control a state of the LED 262 (e.g., turn the LED on, off, orchange its color) and/or LCD 263 (e.g., update an image displayed no theLCD 263) based on the received information.

In an example implementation of this disclosure, a headset accessory(e.g., 250) comprises circuitry (e.g., 258, 260, 262, 263, 264, 266,268, and/or 270) is configured to mechanically attach to an audioheadset (e.g., 200). The circuitry of the headset may be operable toestablish a link to the audio headset that supports conveyance of biasvoltage, bias current, and/or information between the circuitry of theaccessory and circuitry of the audio headset. The headset accessory maybe substantially disc shaped. The audio headset may comprise a speakerand circuitry housing (e.g., 219) with an ear cup mounted to a firstside of the speaker and circuitry housing. The headset accessory may beconfigured to attach to the housing such that, when attached, it is onand/or covers a surface (e.g., 217) of the speaker and circuitry housingthat is opposite the first side. A state of the circuitry (e.g., on/offstate of LED 262 and/or LCD 263, and/or a graphic displayed on LCD 263)may be controlled based on the information received from the audioheadset via the link. The information may include characteristics ofaudio being processed by the audio headset. The state of the circuitryof the headset accessory may be controlled based on the characteristicsof the audio. The circuitry of the headset accessory may comprisenon-volatile memory (e.g., 266), and the non-volatile memory may storeparameter settings for configuring audio processing circuitry of theaudio headset. The parameter settings stored in the non-volatile memoryof the headset accessory may be associated with a particular video game.The parameter settings stored in the non-volatile memory of the headsetaccessory may be associated with a particular game player such that, forexample, a headset 200 may be customized to a particular player'spreferences, abilities, age, and/or the link simply by attaching theparticular players' headset accessory. The circuitry of the headsetaccessory may comprise a battery. The circuitry may be configurable tooperate in a first mode in which the battery is charged by the biascurrent. The circuitry may be configurable to operate in a second modein which the battery provides the bias current and/or bias voltage. Thelink between the accessory and the headset may be an inductive link.Information conveyed via the link between the headset and the headsetaccessory may comprise an identification of which game is being played.Interactions between the accessory and the headset may be controlledbased on the identification of the game being played (e.g., whichparameter settings are transferred from the accessory to the headset maybe determined based on which game is being played). A state of thecircuitry of the accessory may be controlled based on the game beingplayed (e.g., a first graphic may be displayed on the LCD 263 for afirst game and a second graphic may be displayed for a second game).

The present method and/or system may be realized in hardware, software,or a combination of hardware and software. The present methods and/orsystems may be realized in a centralized fashion in at least onecomputing system, or in a distributed fashion where different elementsare spread across several interconnected computing systems. Any kind ofcomputing system or other apparatus adapted for carrying out the methodsdescribed herein is suited. A typical combination of hardware andsoftware may be a general-purpose computing system with a program orother code that, when being loaded and executed, controls the computingsystem such that it carries out the methods described herein. Anothertypical implementation may comprise an application specific integratedcircuit or chip. Some implementations may comprise a non-transitorymachine-readable (e.g., computer readable) medium (e.g., FLASH drive,optical disk, magnetic storage disk, or the like) having stored thereonone or more lines of code executable by a machine, thereby causing themachine to perform processes as described herein.

While the present method and/or system has been described with referenceto certain implementations, it will be understood by those skilled inthe art that various changes may be made and equivalents may besubstituted without departing from the scope of the present methodand/or system. In addition, many modifications may be made to adapt aparticular situation or material to the teachings of the presentdisclosure without departing from its scope. Therefore, it is intendedthat the present method and/or system not be limited to the particularimplementations disclosed, but that the present method and/or systemwill include all implementations falling within the scope of theappended claims.

What is claimed is:
 1. A system comprising: a headset accessory thatcomprises circuitry, wherein: said headset accessory is configured tomechanically attach to an audio headset comprising speakers and amicrophone; said circuitry of said headset accessory is operable toestablish a link to said audio headset, wherein said link supportsconveyance of gaming information between said circuitry and said audioheadset; said circuitry alters, based on said gaming information, avoice of a user received from said microphone of said audio headset tosound like a different person or game character; and said circuitry ofsaid headset accessory causes display of a characteristic of a user ofthe headset.
 2. The system of claim 1, wherein said headset accessory isdisc shaped.
 3. The system of claim 2, wherein: said audio headsetcomprises a speaker and circuitry housing with an ear cup mounted to afirst side of said speaker and circuitry housing; said headset accessoryis configured to attach to said housing such that, when attached, saidheadset accessory covers a surface of said speaker and circuitry housingthat is opposite said first side of said speaker and circuitry housing.4. The system of claim 1, wherein a state of said circuitry iscontrolled based on said gaming information received from said audioheadset via said link.
 5. The system of claim 4, wherein said circuitrycomprises one or more light emitting diodes.
 6. The system of claim 5wherein said state of said circuitry comprises an on/off state and/orcolor of said one or more light emitting diodes.
 7. The system of claim4, wherein said circuitry comprises a liquid crystal display (LCD). 8.The system of claim 7, wherein said characteristic of said user of theheadset is displayed on said LCD and comprises an age level of saiduser.
 9. The system of claim 1, wherein said gaming informationcomprises characteristics of audio being processed by said audioheadset.
 10. The system of claim 9, wherein a state of said circuitry iscontrolled based on said characteristics of said audio.
 11. The systemof claim 1, wherein: said circuitry comprises non-volatile memory; andsaid non-volatile memory stores parameter settings for configuring audioprocessing circuitry of said audio headset.
 12. The system of claim 11,wherein said parameter settings stored in said non-volatile memory ofsaid headset accessory are associated with a particular video game. 13.The system of claim 11, wherein said parameter settings stored in saidnon-volatile memory of said headset accessory are associated with aparticular game player.
 14. The system of claim 1, wherein: saidcircuitry comprises a battery; said circuitry is configurable to operatein a first mode in which said battery is charged by a bias current; andsaid circuitry is configurable to operate in a second mode in which saidbattery provides said bias current and/or bias voltage.
 15. The systemof claim 1, wherein said link communicates bias current, bias voltage,and/or information signals to said audio headset.
 16. The system ofclaim 1, wherein said gaming information comprises an identification ofwhich game is being played.
 17. The system of claim 16, wherein saidmode of said circuitry is controlled based on said game being played.18. A method comprising: performing by circuitry in a headset accessorythat is configured to mechanically attach to an audio headset on asurface of said audio headset that is opposite an ear cup of said audioheadset, said audio headset comprising speakers and a microphone: uponattachment to said audio headset, establishing a link to said audioheadset; upon establishing said link to said audio headset, using saidlink for conveyance of gaming information; altering, based on saidgaming information, a voice of a user received from said microphone ofsaid audio headset to sound like a different person or game character;and causing display of a characteristic of a user of the headset on adisplay.
 19. The method of claim 18, wherein said gaming informationcomprises characteristics of audio being processed by said audio headsetand said method comprises controlling a state of said circuitry based onsaid characteristics of said audio.
 20. The method of claim 18, wherein:said circuitry comprises non-volatile memory; said non-volatile memorystores parameter settings for configuring audio processing circuitry ofsaid audio headset; and said information includes said parametersettings from said headset accessory to said audio headset.